* Add button to change billboard symbol.
* Add shaders for billboards.
* Add billboard material class.
* Add sample billboard image.
* Add dummy handler for billboard.
* Add billboard geometry class.
* First working version of 3D point as billboard.
* Make selected feature bigger.
* Use default symbol preview as billboard.
* Update billboard when changes the viewport size.
* Use QgsTerrainTextureImage for adding image to texture.
* Show better quality of billboard default symbol.
* Promote QgsSymbolButton not working.
* Add QgsSymbolButton properly.
* Add seTexture2DFromSymbol.
* Use default symbol
* [On Progress] Get symbol from the QgsSymbolButton.
* [On progress] failed to change the symbol
* Fix billboard fragment shader for macOS
* Better transparency handling.
* Use size from the symbol.
* Add set layer for 3d billboard symbol.
* Set billboard size from the symbol pixel size * 20
* Use size from the image.
* [Debug] set white symbol to success kid, it work when previous billboard is success kid.
* Use store and restore symbol from Nyall.
* Remove unrelated code.
* Apply random extent to fix the bug, from Martin.
* Remove add mesh entities for billboard.
* Hide material and transformation widget for billboard.
* Remove add scene entities for billboard.
* Add selected as parameter in drawPreviewIcon.
* Add QgsMarkerSymbol to store the symbol in billboard
* Put billboard symbol in point3dsymbol serialization.
* Add billboard height in the UI.
* Set height for billboard.
* Store billboard height separately. Perhaps better to use existing transform.
* Set height of billboard to TY.
* Flipped image for billboard symbol.
* Add helper function to set billboard function.
* Generate billboard transform from general transform.
* Use static dpi for context size.
* Remove debug message.
* Use Qgs3DRenderContext for selection color and dpi from QgsApplication.
* Remove unnecessary file and code.
* Remove commented iut code.
* Add documentation of new classes.
* Fix banned keywords.
* Add missing parameter's documentation.
* Address PR review.
* Use context from readXML.
* Remove one line function.
* Fix billboard size.
* Make some functions private, remove unused function.
* Use unique_ptr for the ownership.
* Use unique_ptr for default symbol to avoid memory leak.
* Add parent to texture2D.
* Fix documentation.
* Add copy constructor.
* Fix documentation.
* Remove documentation warning.
* Fix sip error.
* Add unit test for billboard rendering.
* Set ambient to not transparent for measurement line.
* Add dpi in the Qgs3DMapSetting
* Update billboard rendering unit test.
* Remove layer from 3d point widget since it's not supported yet.
* Addressing PR review from Martin.
* Attach dom directly for the billboard symbol.
* Remove unused constructor for point3dsymbol.
* Use stroke width ratio for solving big stroke width.
* Update unit test for rendering with some stroke color.
* Fix typo.
This is the implementation of the new DB connections API (grant proposal 2019).
Summary
The new API makes it available to QGIS core a new interface for provider connections and will allow to:
replace the provider specific QgsSettings management in QGIS4 (save/load connections from the settings) NOT IN SCOPE FOR NOW.
provide a unified API for common operations on DB connections:
executeSql and get the results
list tables names and properties and schemas
create a new vector table (no rasters for now)
create/rename/drop schemas and tables
vacuum
....
rendered by individual map layer
This allows seperation of labels belonging to different layers,
but may affect label stacking order as the order will become
layer-dependant, instead of per-label-dependant.
This map renderer job subclass is designed for step-by-step rendering
of a map to different QPainters.
It exposes an API which lets callers iterate over parts of a map
(e.g. individual map layers, labels), specifying a destination
QPainter for each step in the iteration.
This is designed to improve the existing print layout export to
layered output map rendering, where currently the maps are rendered
by multiple renderer jobs, each only rendering one layer at a time.
This current approach of rendering individual layers are separate
jobs is fundamentally broken (and cannot be fixed), because it
prevents any handling of interactions between map layers (e.g. shifting
colliding labels).
* Fix WMS GetMap 8bit mode with transparency
* Correct indentation
* Remove french text in qgs test project
* Correct render checker for 8bit image
* Remove empty line
Avoids situations like
1. Line length of 3cm
2. Repeat distance of 2cm
3. Label size is 1.5 cm
2cm 1cm
/--Label--/----/
i.e. the labels are off center and gravitate toward line starts
Instead, we first calculate how many complete repeats we can fit
in, and then divide the line into even sections of this length,
avoiding the situation where some leftover segment of the line
end isn't big enough for the label to fit.
which controls a distance from the feature where callout lines end
Makes for visually more appealing callouts vs drawing them right
up against the edges of features
that these are automatically respected whenever the format is
rendered using QgsTextRenderer
This is done transparently to the caller - so by porting away
from the raw QPainter text apis to use QgsTextRenderer instead,
then they immediately gain the ability to use data defined
properties in their text formats.
This setting (accessed through the project label settings dialog)
allows unplaced labels to be shown on the map. These are rendered
using a red color by default (but the color can be changed from
the label settings dialog too), allowing users to determine whether
any important labels are missing from their maps (e.g. due to
overlaps or other constraints).
...instead of being rendered on top of some. For this callout style,
we don't want callouts overlapping labels (rather the opposite). But
leave API in place to allow other callout styles to render below
their associated labels only, as this may be wanted for some styles
(e.g. balloon style callouts)